/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG                        *
*Copyright (C) 2006, Tony Sparks                                                     *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#include "StdAfx.h"
#include "StateMachine.h"
#include "BaseEntity.h"
#include "../Kernel.h"

extern Kernel* g_kernel;


/** execute the current state */
void StateMachine::Update()
{
    //same for the current state
    if (m_pCurrentState) 
        m_pCurrentState->Exec(m_pOwner);
}

/** Change to a diff state */
void  StateMachine::ChangeState(State* pNewState)
{ 
    if ( !pNewState )
    {
        g_kernel->LPrintf( ("**ERROR:: Tried to change to a NULL state in entity: " + m_pOwner->GetName()).c_str() );
        return;
    }

    if ( m_pCurrentState ) {
        //keep a record of the previous state
        m_pPreviousState = m_pCurrentState;

        //call the exit method of the existing state
        m_pCurrentState->Exit(m_pOwner);
    }

    //change state to the new state
    m_pCurrentState = pNewState;

    //call the entry method of the new state
    m_pCurrentState->Enter(m_pOwner);
}


